Code reorganization
[vchess.git] / client / client_OLD / javascripts / variants / Switching.js
diff --git a/client/client_OLD/javascripts/variants/Switching.js b/client/client_OLD/javascripts/variants/Switching.js
deleted file mode 100644 (file)
index 04bb110..0000000
+++ /dev/null
@@ -1,135 +0,0 @@
-class SwitchingRules extends ChessRules
-{
-       // Build switch move between squares x1,y1 and x2,y2
-       getSwitchMove_s([x1,y1],[x2,y2])
-       {
-               const c = this.getColor(x1,y1); //same as color at square 2
-               const p1 = this.getPiece(x1,y1);
-               const p2 = this.getPiece(x2,y2);
-               if (p1 == V.KING && p2 == V.ROOK)
-                       return []; //avoid duplicate moves (potential conflict with castle)
-               let move = new Move({
-                       appear: [
-                               new PiPo({x:x2,y:y2,c:c,p:p1}),
-                               new PiPo({x:x1,y:y1,c:c,p:p2})
-                       ],
-                       vanish: [
-                               new PiPo({x:x1,y:y1,c:c,p:p1}),
-                               new PiPo({x:x2,y:y2,c:c,p:p2})
-                       ],
-                       start: {x:x1,y:y1},
-                       end: {x:x2,y:y2}
-               });
-               // Move completion: promote switched pawns (as in Magnetic)
-               const lastRank = (c == "w" ? 0 : V.size.x-1);
-               let moves = [];
-               if ((p1==V.PAWN && x2==lastRank) || (p2==V.PAWN && x1==lastRank))
-               {
-                       const idx = (p1==V.PAWN ? 0 : 1);
-                       move.appear[idx].p = V.ROOK;
-                       moves.push(move);
-                       for (let piece of [V.KNIGHT, V.BISHOP, V.QUEEN])
-                       {
-                               let cmove = JSON.parse(JSON.stringify(move));
-                               cmove.appear[idx].p = piece;
-                               moves.push(cmove);
-                       }
-                       if (idx == 1)
-                       {
-                               // Swap moves[i].appear[0] and [1] for moves presentation [TODO...]
-                               moves.forEach(m => {
-                                       let tmp = m.appear[0];
-                                       m.appear[0] = m.appear[1];
-                                       m.appear[1] = tmp;
-                               });
-                       }
-               }
-               else //other cases
-                       moves.push(move);
-               return moves;
-       }
-
-       getPotentialMovesFrom([x,y], computer)
-       {
-               let moves = super.getPotentialMovesFrom([x,y]);
-               // Add switches: respecting chessboard ordering if "computer" is on
-               const color = this.turn;
-               const piece = this.getPiece(x,y);
-               const steps = V.steps[V.ROOK].concat(V.steps[V.BISHOP]);
-               const kp = this.kingPos[color];
-               const oppCol = V.GetOppCol(color);
-               for (let step of steps)
-               {
-                       let [i,j] = [x+step[0],y+step[1]];
-                       if (!!computer && (i<x || (i==x && j<y)))
-                               continue; //only switch with superior indices
-                       if (V.OnBoard(i,j) && this.board[i][j]!=V.EMPTY
-                               && this.getColor(i,j)==color && this.getPiece(i,j)!=piece
-                               // No switching under check (theoretically non-king pieces could, but not)
-                               && !this.isAttacked(kp, [oppCol]))
-                       {
-                               let switchMove_s = this.getSwitchMove_s([x,y],[i,j]);
-                               if (switchMove_s.length == 1)
-                                       moves.push(switchMove_s[0]);
-                               else //promotion
-                                       moves = moves.concat(switchMove_s);
-                       }
-               }
-               return moves;
-       }
-
-       getAllValidMoves(computer)
-       {
-               const color = this.turn;
-               const oppCol = V.GetOppCol(color);
-               let potentialMoves = [];
-               for (let i=0; i<V.size.x; i++)
-               {
-                       for (let j=0; j<V.size.y; j++)
-                       {
-                               if (this.board[i][j] != V.EMPTY && this.getColor(i,j) == color)
-                               {
-                                       Array.prototype.push.apply(potentialMoves,
-                                               this.getPotentialMovesFrom([i,j], computer));
-                               }
-                       }
-               }
-               return this.filterValid(potentialMoves);
-       }
-
-       updateVariables(move)
-       {
-               super.updateVariables(move);
-               if (move.appear.length == 2 && move.vanish.length == 2
-                       && move.appear[1].p == V.KING)
-               {
-                       // Switch with the king; not castle, and not handled by main class
-                       const color = move.vanish[0].c;
-                       this.kingPos[color] = [move.appear[1].x, move.appear[1].y];
-               }
-       }
-
-       unupdateVariables(move)
-       {
-               super.unupdateVariables(move);
-               if (move.appear.length == 2 && move.vanish.length == 2
-                       && move.appear[1].p == V.KING)
-               {
-                       const color = move.vanish[0].c;
-                       this.kingPos[color] = [move.appear[0].x, move.appear[0].y];
-               }
-       }
-
-       static get SEARCH_DEPTH() { return 2; } //high branching factor
-
-       getNotation(move)
-       {
-               if (move.appear.length == 1)
-                       return super.getNotation(move); //no switch
-               // Switch or castle
-               if (move.appear[0].p == V.KING && move.appear[1].p == V.ROOK)
-                       return (move.end.y < move.start.y ? "0-0-0" : "0-0");
-               // Switch:
-               return "S" + V.CoordsToSquare(move.start) + V.CoordsToSquare(move.end);
-       }
-}